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Djangi

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Posts posted by Djangi

  1. I originally send the following message to @Corvus who has yet to reply. I've gathered usernames with admin/employee status from the latests topics on this forum and will tag them here. It's a bit nasty (my apologies) but I really need some answers. Feel free to add your own questions(if you have any)

    The original message:

    Quote

     

    Hi Corvus,

    About two weeks ago I created a new topic concerning my issues with SRanipal 1.3.0.9.
    In my experience the new SDK breaks the core functionality(calibration, pupil size) which renders it unusable. 
    Based on the activity on the developers forum it seems that other developers are experiencing similar issues.
    I'm currently back on runtime version 1.1.2.0 again, which allows me to continue working on my projects. While this solution does seems to solve my problems for now, this creates an unsustainable situation since the runtime will try to auto update every time it is run. I also can't expect my end users to prevent the runtime from updating.

    I tagged you multiple times but have yet to receive a reply on this matter and unless there are any other HTC employees on this forum, you are my only contact for support.  Having to wait for support for over two weeks is a long time, especially within game/software developer. I have multiple projects in the pipeline that require the purchase of multiple HTC Pro Eye headsets but the lack of proper support might postpone this.
    Please understand that support and communication is key to earn the trust of developers. It's the only way to mature the developer community and your products. 

    I would really like to get some answers to the following questions:

    1. Is HTC aware of these issues
    2. Is there a workaround
    3. can we expect een update anytime soon.
    4. will you disable the auto update functionality in future revisions
    5. Are there patchnotes on 1.3.0.9 

    I'm looking forward to your reply.

    Best regards,
    Django

     


    @Corvus
    @Daniel_Y
    @Hank_Li
    @JustinVive
    @Marios Bikos
    @Tony PH Lin
    @VibrantNebula
    @zzy
     

  2. On 10/29/2020 at 7:23 PM, fvfrfr said:

    Yes, I finally got it working.

    A (not sure if the?) problem was the non accepted EULA license. @Tony PH Lin gave a good hint. However, it was a bit difficult, as in the frontend (how he suggested) the EULA was already accepted and therefore I was not able to accept it again. Then I figured out that the backend (SRanipalRuntime) stores the acceptance in its own config file (the above mentioned SRanipalConfig.ini). There it was not accepted and I had to set the following two properties:

    
    ReadEULA=0
    AcceptEULA=1

    After I did that, SRanipalRuntime was able to install the firmware (version 2.41.0-942e3e4) at the second try. I am not sure if this really solved the problem or if it was only luck, as a week later I had the same issue and the firmware could only be installed after a restart of the computer (the EULA was accepted also before ).

    So I am currently running  the runtime Version 1.3.0.9. Even thought this version is very buggy. I also had a lot of issues with that:

    • Not able to start the EyeCalibration from Unity anymore
    • Huge performance problems within Unity when requesting the eye data (only 2 fps possible)
    • Performance issues within SteamVR and the Steam Calibration

    I solved them by starting the EyeCalibration manually (with the Vive Controller) from the SteamVR menu and plan more time for the procedure. The performance problems within Unity I solved by not using the getEyeData() function anymore. I only register the callback and then I do the whole synchronization, data handling and focus detection on my own. 

    In total, I am very happy that currently everything works fine. But to be honest: I do not really trust it. I would not be surprised if it suddenly stops working from one day to another again.

    Thanks for your feedback and conforming the issues we are experiencing.

  3. 6 minutes ago, StefanPezzei said:

    @Djangi did you get answer? 
    or does somebody know a workaround to fix this? 

    No response whatsoever. I'm really disappointed with HTC's lack of support. The main reason I choose the HTC Vive Pro Eye over the Pupil Labs Vive addon was the active community/support which seems to have dissipated.
    I'm going to keep a close eye on the HP Reverb G2 Omniconcept Edition.

  4. On 10/9/2020 at 7:14 PM, fvfrfr said:

    Hello all,

    I am desperate: Since Monday our eye tracking is not working anymore. As you can see in the attached Tobii-Logfile, SRanipal requires to update the firmware of the eye tracking camera. This fails and is immediately retried, resulting in an endless loop of failed firmware updates. Unfortunately this firmware update is required and prevents the regular functioning. Also the EyeChip-device is always ejected and recognized again during this process. The HTC-Vive headset and ts cameras are working fine.

    I tried already many things:

    • Several SRanipal-Versions: 1.0.2.0 and 1.3.0.9
    • Several USB-PCIe cards: Mainboard: Asmedia, Inateck KTU3FR-4P (Fresco Chip), Inateck KT4004 (Fresco Chip)
    • Several USB drivers: Microsoft 10.0.18362.693, Fresco 3.6.8.0, Fresco 3.8.35514.0
    • Several USB-Cables

    Is there a way to update the firmware manually?
    Is there a way to disable the firmware update?

    Any help is appreciated.

    Thank you,

     Flo

     

    Tobii-VR4U2P2.zip 502.58 kB · 0 downloads SteamVR-2020-10-09-PM_04_44_35.zip 116.56 kB · 1 download ViveSR_Log.zip 1.01 MB · 1 download

    Hi @fvfrfr,

    Did you manage to get runtime version 1.3.0.9 working. In my experience the new firmware seems to break the core functionality(calibration, pupil size).  
    I reverted to runtime 1.1.2.0 which solves my problems for now. Does 1.3.0.9 work for you?

    My topic on this issue: EyeCalibration.exe broken in 1.3.0.9 ?

     

  5. On 10/16/2020 at 9:17 PM, Djangi said:

    I wasn't able to reply earlier due to the limited number of daily posts on this community which is obnoxious.
    I started my weekend early and didn't have a chance to try it out yet. Going to try to revert to 1.1.2.0 on monday. I'll posts my findings when I'm ready.

    I just reinstalled VIVE_SRanipalInstaller_1.1.2.0 and everything seems to be in working order again.
    Do note that everytime SR_Runtime is run it will prompt to update. Just cancel and everything should be fine

    I would love to have an status update on the issues with 
    1.3.0.9 @Corvus 

    update.JPG

  6. On 10/15/2020 at 2:59 PM, jdevoldere said:

    VIVE_SRanipalInstaller_1.1.2.0 is also the latest version we know of before 1.3.0.9.

    We will now try to uninstall 1.3.0.9 and install 1.1.2.0 and try to prevent it from auto-updating using firewall.

    I wasn't able to reply earlier due to the limited number of daily posts on this community which is obnoxious.
    I started my weekend early and didn't have a chance to try it out yet. Going to try to revert to 1.1.2.0 on monday. I'll posts my findings when I'm ready.

  7. 6 minutes ago, jdevoldere said:

    Also tried this on two different systems now with two different headsets and the results are the same. I wish we could downgrade to the previous version of SRanipal because this is seriously limiting our ability to develop in our research lab.

    I was presenting my project today but accidentally accepted the update before I started. It's a good way to ruin your day.

  8.  

    49 minutes ago, Djangi said:

    Hi,

    I just (auto)updated to SRanipal 1.3.0.9 and it seems that EyeCalibration.exe is not working properly anymore. The application does launch but does not continue once the loading message had disappeared. 
    I tried to launch EyeCalibration from within the Unity( EyeSample scene from the latest SRanipal Unity Plugin Package) and directly(as administrator). I tried this on 2 systems without any results.

    I did notice that SRanipal has moved from C:\Program Files (x86)\VIVE\SRanipal\ to C:\Program Files\VIVE\SRanipal\ which suggest that the contents have been rebuild for x64. 

    Has anyone else experienced this or know if this a known bug. A solution/workaround would be greatly appreciated.
    @Corvus

    Thanks!

    In addition to my previous question, does anyone know the names/revision number of the previous SDK and installer. I found SRanipal_SDK_1.1.0.1.zip and VIVE_SRanipalInstaller_1.1.2.0 in my downloads folder. but there might have been working releases after these. A download archive page would be even better.

    Thanks

    @Corvus

  9. On 10/12/2020 at 3:44 PM, jdevoldere said:

    These issues only started since a couple of days ago, not sure if it's related but it started happening soon after installing SRWorksRuntime:
    - SteamVR settings window is now blank
    - Eye calibration triggered from Unity now gets stuck on blue background after loading
    - System button on controllers no longer pop up system menu

    I've tried switching to and from beta branch, didn't make a difference. All files got verified for integrity by Steam. Also tried "Remove all SteamVR USB Devices" to no avail.

    Launching SteamVR by opening vrdashboard.exe fixes the settings window and system button; eye calibration works when called from system menu but it still gets stuck when called from within Unity.

    Uninstalling SRWorks didn't help and pupil size and various other parameters are at a constant zero.

    Just tried on a brand new Vive Pro Eye headset and uninstalled all VR-related components and then ran the ViveProSetup.exe however I still run into the exact same issues somehow.

    Scanned system with SFC /scannow but no corrupt files were found.

    I'm experiencing similar issues ever since I installed 1.3.0.9. I just made a new topic:

     

    • Like 1
  10. On 8/17/2020 at 10:53 AM, jogi1800 said:

    Hi folks ,

    I am relatively new to VR, but I have just written my master research piece on spider fear for the pro Eye. I have been learning c# and unity from scratch over the past few months and now the experiment is finished and ready for distribution as it were.

    3 things:

    1. I am looking for participants who have the pro eye to take part. Takes about 25 minutes. Details if you are interested. (sorry to shamelessly plug my research, but corona is making things difficult which is why I had to abandon lab-based research).

    2. I am wondering if there is a good platform that I can upload my research software to for easy download (yes, I'm a total greenie)  

    3. Accuracy, which I have addressed here:
    https://forum.vive.com/topic/5970-pro-eye-unsuitable-for-research-data-super-heavily-filtered-during-fixation/?do=findComment&comment=36953

    Thanks

    Hi @jogi1800,

    I usually only visit this forum when I experience technical issues and didn't see your post until now.

    1. If It doesn't take too much time to setup I can give it a try
    2. Github or Bitbucket. You might need to invest in large file support if your project is on the large side. 
    3. I'm curious about this myself, did you find any answers?

     

  11. Hi,

    I just (auto)updated to SRanipal 1.3.0.9 and it seems that EyeCalibration.exe is not working properly anymore. The application does launch but does not continue once the loading message had disappeared. 
    I tried to launch EyeCalibration from within the Unity( EyeSample scene from the latest SRanipal Unity Plugin Package) and directly(as administrator). I tried this on 2 systems without any results.

    I did notice that SRanipal has moved from C:\Program Files (x86)\VIVE\SRanipal\ to C:\Program Files\VIVE\SRanipal\ which suggest that the contents have been rebuild for x64. 

    Has anyone else experienced this or know if this a known bug. A solution/workaround would be greatly appreciated.
    @Corvus

    Thanks!

  12. On 4/6/2020 at 6:20 PM, Corvus said:

    @Djangi You can get the pupil diameter with the "pupil_diameter_mm" api. More information is available in the SDK documentation.

    float ViveSR.anipal.Eye.SingleEyeData.pupil_diameter_mm

     

    Thanks @corvus for your input. Maybe this is because of lack of experience but I actually had a pretty hard time to access the wanted parameters since you can't access the wanted directly. It would be nice to have some code examples in the documentation.
    I did the following:

    private void Update()
    {
        SRanipal_Eye_API.GetEyeData(ref data);
        Debug.Log("left eye pupil: " + data.verbose_data.left.pupil_diameter_mm);
        Debug.Log("right eye pupil: " + data.verbose_data.right.pupil_diameter_mm);
    }

    I'll also try to get this running at 120hz with the example code from the thread that you shared with me previously.

    Btw, is there also an online reference to the documentation?

    • Like 1
  13. On 1/23/2020 at 6:25 PM, Corvus said:

    @Djangi For the Tobii XR SDK questions you need to reach out to Tobii directly or maybe @Brand can assist you.

    We do not have official latency specs to share. There was some independent results shared on the forum you can find here but the latency and filters have improved with the v2 version available with the "SR_runtime v1.1.2.0 " release.

    https://forum.vive.com/topic/5970-pro-eye-unsuitable-for-research-data-super-heavily-filtered-during-fixation/?do=findComment&comment=27437

     

    Thanks for your feedback. Might have additional questions in the future since there should be Vive Pro Eye on it's way.

    Thanks again.

  14. @Corvus Thank you for your answers

    I do have a few additional questions, some are specifically aimed at the Tobii XR SDK:

    1. It seems that TobiiXR_EyeTrackingData contains a combined gaze ray for both eyes, I would also like to know the gaze/eye position for each individual eye, is this possible?
    2. According to the Vive Pro Eye product page the pupil position and size should be available in the data output, yet they are not described in the Tobii XR SDK api reference page. How do I access pupil output and is this part of the Tobii XR SDK or SRanipal?
    3. What is the latency of the eyetracker and how is this effected when used with the wireless add-on. I need to know the specifics on this one.
    4. What are the costs for a Tobii Analytical License.
    5. Does a Tobii Analytical License. come with any benefits (analysis software, addition data options, tools)?

    Thanks in advance, I know I'm asking a lot. I'ts very hard to get past the available marketing info and get some deeper information. I really appreciate it.
    Also note that I also reached out to Tobii but have yet to receive a reply.

  15. Hi, 

    I'm a game developer at the Utrecht University in the Netherlands where I build VR applications/prototypes for research. The Vive Pro Eye and the Pupil Labs Binocular Add-on for the Vive are currently on my radar.
    I'm a especially interested in the Vive Pro Eye since the software/sdk seems to be more mature but that is merely based on assumption and bias, I need to info to back this up.

    While I've read the documentation on the Vive Developer and tobii xr sdk pages, I still have many unanswered questions. I tried to contact HTC(support and sales) and Tobii (xr development and sales) but have yet to receive a reply.

    For context, I'm building a environment in Unity that is experienced from a seated position. I want to tracks pupil size and gaze(both timestamped) , I also want to measure saccadic eye movement.I'm currently researching VR eye tracking solutions for an upcoming project.

    My questions:

    1. What is the difference between Vive Eye Tracking SDK (SRanipal) and the tobii xr sdk. While tobii published a clear api reference, I can't find something similar about SRanipal
    2. Are there events that indicate the start and end of saccadic eye movement or are is the prefabricated code available to measure this?
    3. How does does the data flow work from the integrated eye tracker into unity, is all raw data available in Unity or do I get data that is filtered for in game performance. Also, is the data directly fed into the unity plugin or does it run through external software like with other professional tobii products.
    4. If I want to record data from offline analysis, or do I have build some sort of logger or is there a function in the sdk. Also, is the eye tracking data only available in the plugin or can I also access it externally in windows.
    5. I've recently read an article on slippage: https://link.springer.com/article/10.3758/s13428-019-01307-0 
      The Tobii glasses seem to perform better than the competition in this matter, I'm wondering how far this issue is effecting the HTC Vive Pro Eye.
    6. This question might seem a bit naive. Is there an active HTC Vive Pro Eye and/or VR Eye tracking community. So far I've only encountered the Pupil labs discord(which is not very active), the tobii xr support forum and this forum. I hope there are more sources out there.

    I hope someone here is able to answer my questions. 

    Thanks in advance, I'm looking forward to our input.

    @Corvus

     

     

     

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